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Dibujando un Universo: Diseñando un alma. Estos días estuvieron complicados para actualizar el blog, y tengo mucho material en mente para ir agregando y compartiendo, asi que tratare de ir poniéndome al día. Hoy les traigo un rediseño del pequeño muñeco del corto que hace un tiempito les mostré el tráiler. Cuando uno sigue formando una idea, estas cosas pasan. Hay cambios que redefinen el proyecto, y eso estoy haciendo. En estos momentos estoy desarrollando una buena historia que pueda ser contada en unos pocos capítulos, pero que tenga mucho sentido y profundidad. Solo para que se hagan una idea, la historia se va a tratar un poco sobre la vida y la muerte, las cosas que hacemos en vida, sean buenas o malas, y si realmente hacemos saber a las personas que queremos lo que realmente sentimos por ellas antes de que sea demasiado tarde. Les dejo un nuevo diseño, y esperemos que mejore a lo largo del proyecto.

Andy Davies - 3D/Environment Artist. Andy Davies - 3D/Environment Artist PortfolioCV/RésuméContactExtra. Carty Sewill's 3D Portfolio. Jasmine English 3D Blog. Resume | stevenrenner. Steven Renner Professional Profile Level Designer / Lighting and Render Artist with 2 years experience while a student at the International Academy of Design and Technology On-Line. Areas of expertise include Moderate to Advanced modeling with Maya 2009 – 2013, Moderate to Advanced Modeling with 3D Studios Max, Advanced Lighting Techniques with in Maya 2010 – Maya 2013, Texture creation with Adobe Master Collection CS3 and CS4, Level Design within the Unreal Dev.

Kit, Unreal Game Engine 3, Advanced lighting Techniques with in the Unreal Game Engine. Relevant Experience Design Education 2012 International Academy of Design & Technology On-Line – Tampa, Florida, United States BFA Video Game Production 2013 - Present Full Sail University Online – Winter Park, Florida, United States MFA Media Design Like this: Like Loading...

Diseñadores

Artwork. Featured: 3D Typography by Calvin Smith. Calvin Smith is a Cape Town based web designer, 3D graphics artist and illustrator. He began his creative career as a teenage graffiti artist, went on to study web design and graphic design and received his certificate through New Horizons Computer Training in 2008. Calvin freelanced under the company name Creative Kollective before being offered a position at Artificial Studio as a full time web designer/illustrator in 2009. He says, “I’m always trying to keep my design skills up to par, I love learning new programmes and incorporating them into my design work.” He learnt Cinema 4D in only a few months through doing a multitude of tutorials and researching the programme. For more, see dribbble.com/calvinsmith and www.behance.net/calvin_smith Tags: Calvin Smith People: Calvin Smith Worktype: 3D typography.

Laurens Corijn Portfolio. Create a Spaceship Corridor – Part 2 of 2. Watch Part 1 here In this tutorial you will discover how to: UV Unwrap complex objectsApply realistic materials using CyclesCreate a custom decal using GIMP In Part 1 we completed the modelling, so now it’s time to get it rendered… Final Result Download the Finished .blend Textures Resources Text Summary Step 1 - UV Unwrap the main corridor Step 2 – Apply the MetalBase0122 texture. Step 3 – UV unwrap the pipes and apply the RustLeak0038 texture. Step 4 – UV unwrap the space panels using project from view, apply the same grunge texture as corridor. Step 5 – Apply a material to the main corridor using this node setup.

Step 6 – Apply lighting to the walls and under floor. Step 7 – Add a material to the pipes using this node setup. Step 8 – Add simple plastic materials to space panel parts, and all other minor objects in scene. Step 9 – UV Unwrap the bay door and texture with MetalScratches0022. Step 10 – Create a UV texture for the bay door using GIMP. Finished! Related Tutorials Love sci-fi? _net. Click an image below to open up a gallery that contains high resolution final renders, wireframes, and all the important texture maps that went into its construction. Details such as poly count, software, time taken, and disciplines used are included in the captions. Scenes Props Characters.

Mcbess. Betty Kwong's Art Blog. Wood Pallet Model. Decided to try out some wood texturing. So I made a low-poly model, a high-poly model and baked the normal maps. I also found that modeling the nails separately and baking it onto a plane to get the normal (which I then overlayed onto the normals of the pallet in photoshop) was a far more efficient method than actually modeling the nails on each plank of wood. Layout01_info.